Irkalla
ENTP POWWWEEEEEER
The AI wasn't a priority for Firaxis at all as they have stated themselves.
That's not saying very much, seems the only priority they had was shipping the game.
The AI wasn't a priority for Firaxis at all as they have stated themselves.
Thats not realy a bad thingI think the AI being able to recognize what sort of hand it's dealt and properly play that hand would set everyone back a difficulty level.
And indeed, I'm necroing tis thread for personal reasons and to see if anyone else is still interested in this fine idea?
I'm wondering if giving AI free promotions per era would help?
Identify. Identify current AI behavior, either by looking through code or playtesting. Document it. Preferrably by posting it here for the world to see.
Tactical AI is high hanging fruit, albeit very large fruit
Whoever that is, I'd suggest they go for "low hanging fruit" first. There is a lot of that. (Tactical AI is high hanging fruit, albeit very large fruit.)
void CvTacticalAnalysisMap::SetTargetFlankBonusCells(CvPlot *pTarget)
{
CvPlot *pLoopPlot;
int iPlotIndex;
// No flank attacks on units at sea (where all combat is bombards)
if (pTarget->isWater())
{
return;
}
Redox wrote a Lua implementation of AStar. It didn't look that complex to me. Did Firaxis use a different algorithm?
// AUTHOR: Casey O'Toole -- 8/27/2002
// MOD: Brian Wade -- 5/20/2008
// MOD: Ed Beach -- 4/16/2009 moved into CvGameCoreDLL